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VR Locomotion in the New Era of Virtual Reality: An Empirical Comparison of Prevalent Techniques

机译:虚拟现实新时代的VR运动:普遍技术的实证比较

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摘要

The latest technical and interaction advancements within the virtual reality (VR) field have marked a new era, not only for VR, but also for VR locomotion. In this era, well-established, prevalent VR locomotion techniques are mostly used as points of comparison for benchmarking of new VR locomotion designs. At the same time, there is the need for more exploratory, comparative studies of contemporary VR locomotion techniques, so that their distinguished interaction aspects can be documented and guide the design process of new techniques. This article presents a comparative, empirical evaluation study of contemporary and prevalent VR locomotion techniques, examining the user experience (UX) they offer. First, the prevalent VR locomotion techniques are identified based on literature, i.e., walking-in-place, controller/joystick, and teleportation. Twenty-six adults are enrolled in the study and perform a game-like task using the techniques. The study follows a mixed methods approach, utilising the System Usability Scale survey, the Game Experience Questionnaire, and a semistructured interview to assess user experiences. Results indicate that the walking-in-place technique offers the highest immersion but also presents high levels of psychophysical discomfort. Controller/joystick VR locomotion is perceived as easy-to-use due to the users' familiarity with controllers, whereas teleportation is considered to be effective due to its fast navigation, although its visual jumps' do break the users' sense of immersion. Based on the interviews, the users focused on the following interaction dimensions to describe their VR locomotion experiences: (i) immersion and flow, (ii) ease-of-use and mastering, (iii) competence and sense of effectiveness, and (iv) psychophysical discomfort. The study implications for VR locomotion are discussed, along with the study limitations and the future direction for research.
机译:虚拟现实(VR)字段内的最新技术和交互进步标志着新时代,不仅适用于VR,还标志着VR运动。在这一时代,完善的普遍存在的VR运动技术主要被用作新的VR运动设计的基准测试的比较点。与此同时,需要更有探索性的VR主机技术的探索性,比较研究,从而可以记录其杰出的相互作用方面,并指导新技术的设计过程。本文介绍了当代和普遍的VR运动技巧的比较,实证评估研究,检查了他们提供的用户体验(UX)。首先,基于文献,即步行,控制器/操纵杆和传送来识别普遍的VR机置技术。二十六名成年人在研究中注册并使用这项技术进行游戏类似的任务。该研究遵循混合方法方法,利用系统可用性规模调查,游戏体验调查问卷,以及半系统的面试,以评估用户体验。结果表明,步行技术提供最高的浸入,但也具有高水平的心理物理不适。控制器/操纵杆VR Locomotion被认为是由于用户熟悉控制器的易用,而传送被认为是由于其快速导航而有效,尽管它的视觉跳跃“确实打破了用户的沉浸感。基于访谈,用户专注于以下交互尺寸来描述其VR运动员经验:(i)浸入和流动,(ii)易用和掌握,(iii)效率和效率感,(iv )心理物理的不适。讨论了对VR运动的研究以及研究限制以及未来的研究方向。

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